Method and apparatus for skill game play and awards

ABSTRACT

A skill game operates according to the look and feel of a game of chance. The skill game is, for example, a traditional game of chance modified so that a player&#39;s skill substantially determines the outcome of the game. In one embodiment, the skill game is a card game with face down cards and the chance elements of the card game are reduced or eliminated by providing a player of the skill game information about the face down cards. An example embodiment is wager acceptance, random prize determination, then skill game play. In one embodiment, the amount of skill required is adjustable to meet varying regulatory and gaming guidelines and/or operator goals. In one embodiment, the skill game pits players against each other and is played on a skill game machine that does not resemble a slot machine.

CROSS REFERENCE

This application is a Continuation In Part of U.S. patent applicationSer. No. 10/125,975, filed Apr. 19, 2002 and entitled SYSTEMS ANDMETHODS FOR SKILL GAME AWARDS.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent file or records, but otherwise reserves all copyrightrights whatsoever.

BACKGROUND OF THE INVENTION

1. Field of Invention

The present invention relates to gaming devices and particularly toskill games. The present invention also relates to systems and methodsfor providing awards to players of skill games, and more particularly,to systems and methods for providing awards to players of skill gameswhere the awards are selected, based upon various factors, prior toplaying the skill game.

2. Discussion of Background

Casino gaming has offered games of chance that can be played upon amachine for many years. Generally and typically said gaming machinesemploy some method of randomly selecting a game result and presenting itto a player. In the U.S.A., a distinction has been made at the level ofthe Federal Government as to whether a gaming apparatus generates gameoutcomes based upon a random selection or whether player skill caninfluence game outcome to some degree. Games that depend solely uponrandom selection for generation of game outcomes are classified as ClassIII and those in which player skill can influence game outcome mayotherwise be classified as not being subject to regulation. Saidclassification is a regulatory matter, but can have very significanteconomic ramifications. For example, Class III gaming may be relegatedto casinos and Indian Tribes that have suitable compacts with stategovernments. Class III gaming is highly regulated and requires largeeconomic resources in order to comply with regulations in operation andreporting. Class II gaming or games of skill may, however, be currentlypermitted upon any Indian reservation whether or not an agreement existswith the state in which they are located and reporting and compliancewith regulation is considerably simplified.

Skill games may be classified as non-regulated games, but award to aplayer must depend to some degree upon player skill. A significant riskto an operator exists if game outcome depends entirely upon player skillas a very skillful player can win every game with disastrous economicresults for the operator. If game outcome is made to depend upon skillin such manner that skill level is beyond the bounds of normal humancompetence then said game outcome essentially becomes a process ofrandom selection, the game is classified as Class III, and is notpermitted to be legally operated in a Class II venue. The aforesaid isvery important and has been the subject of many court actions.

Several gaming machines that allow skill games to be played currentlyexist. Most of said gaming machines depend upon a video representationof a spinning reel and require a player to stop certain symbols at agiven position in order to accomplish a winning result. The aforesaidmethod depends upon player skill to influence a game outcome, but innearly all cases number of symbols is huge and/or speed at which symbolsare presented to a player is much greater than can be expected to beprocessed within even the boundaries of superhuman capabilities. If gameoutcome can be influenced by normal human capabilities the operator ofsaid game is in danger of losing money. Unfortunately the outcome of agame that uses aforesaid method is more or less a random process and theoperator of said game is violating statutes if it is to be operating asa skill game.

A considerable market exists in the U.S. for a method of implementing agaming device that allows an operator to maintain a profit and playerskill to significantly influence award to a player.

SUMMARY OF THE INVENTION

The present inventor has realized the need for improved presentation anddisplay of skill games.

The present invention provides a method of implementing a skill gamethat employs random selection, mystery pay and reflexive paydetermination. The present invention applies these principles in amanner and sequence that is unique and makes an exciting skill game playwhile staying within the boundaries of skill game regulations.

It is established that an operator of a game has a right to a profitthat may be gained from players playing said game. This may be termed amanagement fee and generally and typically is derived from player'slosses of games played. In a Class III game the management fee or“operator hold” is derived from player losses based upon stochasticoutcome of random game results generated by said Class III gamingapparatus. In a skill game of the present invention, game outcome isdetermined primarily by player skill, but an award that can be won forsuccessful completion of a skill game is randomly selected prior to gameplay. A predetermined portion of a player wager may be deducted formanagement fee.

In the gaming machine industry, an award that is based upon ordetermined by machine profitability or “machine hold” may be termed areflexive pay and is generally and typically not permitted due to itsuse to reduce player win amount. Reflexive pay is normally used in grayarea games to forcefully decrease player win until machine hold isgreater than or equal to a predetermined amount. In the presentinvention, reflexive pay is used to increase amount of award to a playerrather than decrease it. In the present invention, if machine hold isgreater than a predetermined amount said excess machine hold is placedin an adjustment pool that can be used to increase player awards. Aportion of the excess machine hold is randomly selected and added to arandomly selected award a player can win thus increasing the potentialpayout amount and keeping machine hold within predetermined boundaries;this process is not a mystery pay, but is applied in the presentinvention to act to adjust machine hold downward and to increase playerenjoyment.

The skill game method of the present invention is comprised of numerousprocesses. The aforesaid processes are employed in manners that arenovel and unique. Certain methods of crafting a skill portion of anentire game that are not in normal and general usage will be describedlater.

An embodiment of the method of the present invention may be summarizedgenerally as follows:

-   -   1) Player pays a buy-in amount to allow him to play a game.    -   2) Apparatus generates a randomly selected award amount for the        current game that a player may win by successfully completing a        game of skill.    -   3) Apparatus generates a randomly selected amount that is to be        added to the award amount generated in (2) if an amount greater        than or equal to said randomly selected amount exists in an        adjustment pool. Add the amount so determined to award amount        generated in (2) and subtract the amount from the adjustment        pool.    -   4) Display total award amount that can be won by successfully        completing a skill game by a player.    -   5) Begin a game of skill that can be completed successfully by        an average person. If said game of skill in (5) is completed        successfully by a player, pay the displayed award amount. If the        game of skill is not completed successfully, so indicate and        player loses amount of buy-in.

A second method of skill game play may be described as:

-   -   1) Player pays a buy-in amount to allow him to play a game.    -   2) Apparatus generates a randomly selected award amount for the        current game that a player may win by successfully completing a        game of skill.    -   3) Apparatus determines if amount returned to players over        multiple games is less than a predetermined amount. If said        amount returned to players is less than said predetermined        amount then reduce skill requirements to complete a        predetermined game of skill. If the amount returned to players        is greater than or equal to the predetermined amount then        provide no adjustment to said skill requirements to complete a        predetermined game of skill.    -   4) Display total award amount that can be won by successfully        completing a skill game by a player.    -   5) Begin a game of skill that can be completed successfully by        an average person.    -   6) If said game of skill in (5) is completed successfully by a        player, pay the displayed award amount. If the game of skill is        not completed successfully, so indicate and player loses amount        of buy-in.

Thus, in a broad sense, the present invention provides a method ofplaying a skill game by at least one player. The method includes paying,by the player, a buy-in fee and selecting an award, the player plays theskill game and is provided the award if he successfully completes theskill game.

A skill game comprises, for example, a gaming apparatus that comprisesmeans for a player to buy into a game with anticipation that he cansuccessfully complete a game of skill, means for generating anddisplaying game progress and outcome and means for paying apredetermined award to a player based upon results of game outcome.Means for generating and displaying game progress generally andtypically is a microcomputer running a predetermined program thatalgorithmically realizes a method previously outlined. Said algorithmicprocess may comprise means for accepting a current player buy-in,generating an award amount for said current buy-in that a player can Winupon successful completion of a skill game, generating a secondaryamount from an adjustment pool and adding to the award amount generated,displaying a sum of the previously calculated award amount and saidsecondary amount, and beginning a game of skill that may be successfullycompleted by an average person. The gaming apparatus comprises means forevaluation of successful completion of said game of skill, comprisesmeans for displaying results of said evaluation, and comprises means forpayment of a previously displayed award due a player upon satisfactorycompletion of the game of skill.

The method described above is different from general and typical skillgames in that an award amount is calculated for each buy-in from which amanagement fee may be subtracted. Generally and typically an awardamount is predetermined and fixed for completion of a skill game andsaid skill game is made to be extremely difficult to successfullycomplete. The skill game described in the present invention does notrely upon a player not being able to successfully complete the game ofskill and therefore does not require that the game be nearly impossibleto complete successfully by a person of average capability.Additionally, if machine hold exceeds a certain threshold amount in thepresent invention, provision is made to make said threshold amountavailable to players for awards. The skill game in the present inventioncan be made reasonably simple for an average player to successfullycomplete since operator profit is assured by management fee and means ofsubtracting said fee for each game. Player award is assured by theaforesaid and randomly drawing amounts from the adjustment pool tosupplement calculated award amounts for successful completion of eachgame adds an element of excitement and, additionally, assures thatpayback to players will always be a guaranteed amount.

Portions of the invention as embodied in either a device or method maybe conveniently implemented in programming on a general purposecomputer, or networked computers, and the results may be displayed on anoutput device connected to any of the general purpose, networkedcomputers, or transmitted to a remote device for output or display. Inaddition, any components of the present invention represented in acomputer program, data sequences, and/or control signals may be embodiedas an electronic signal broadcast (or transmitted) at any frequency inany medium including, but not limited to, wireless broadcasts, andtransmissions over copper wire(s), fiber optic cable(s), and co-axcable(s), etc.

BRIEF DESCRIPTION OF THE DRAWINGS

A more complete appreciation of the invention and many of the attendantadvantages thereof will be readily obtained as the same becomes betterunderstood by reference to the following detailed description whenconsidered in connection with the accompanying drawings, wherein:

FIG. 1 is a perspective view of a skill game apparatus;

FIG. 2 is a flowchart representation of basic operation of a skill gamedescribed in the invention;

FIG. 3 is a flowchart representation of a spinning reel game operationaccording to the present invention; FIG. 4 is a flowchart representationof a means of selecting an award to a player according to the presentinvention;

FIG. 5 is a flowchart representation of an interrupt timer according toan embodiment of the present invention;

FIG. 6 is a flowchart representation showing a method of allowing aplayer to purchase more time to complete a game according to the presentinvention;

FIG. 7 is a flowchart representation of a method of allowing a player topurchase aid to successfully complete a skill game according to thepresent invention; FIG. 8 is a perspective view of another skill gameapparatus described in a preferred embodiment;

FIG. 9 is a flowchart representation of a program running oh amicrocomputer that allows a player to manually buy into a bonus pool;

FIG. 10 is a flowchart of a process according to an embodiment of thepresent invention;

FIG. 11 is a flow chart illustrating a process of generating awardsaccording to an embodiment of the present invention;

FIG. 12 is a flow chart illustrating award display, time to playincrements, and cumulative award processes according to an embodiment ofthe present invention;

FIG. 13 is a flow chart illustrating award generation and interactionswith a bonus pool according to an embodiment of the present invention;and

FIG. 14 is a drawing of skill games and a central computer according tovarious embodiments of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring now to the drawings, wherein like reference numerals designateidentical or corresponding parts, and more particularly to FIG. 1thereof, there is illustrated a perspective view of a gaming machine 10.Said gaming apparatus may be comprised of a game display 50, and meansfor player interaction with a game played upon the gaming apparatus.Said game display may comprise mechanical or video means of showing gameprogress and results to a player and may indicate requirement for playerdecision and input. Generally and typically the gaming apparatus iscontrolled by a microcomputer running a program to present a particulargame to a player. Using FIG. 1 as an example, a player buys credits thatmay be used to purchase play upon gaming apparatus 10 and said creditsthat may be used to purchase play are shown to a player upon creditdisplay 21. A player buys a game play by means of pressing button 26 andinitiates game play by means of pressing button 28. A management fee isdeducted from the amount paid by a player to play a game and an awardthat said player will win upon successful completion of a game of skillis generated by a random selection algorithm and is shown on pay table36. In a particular game shown in this example, reels 40, 42 and 44 uponwhich are superimposed symbols—begin to rotate. Said rotation may be amechanical rotation or a representation thereof. Successful completionof said game of skill is, in this example, by means of stopping winningsymbols superimposed upon the reels in such a manner that said winningsymbols are directly beneath winline 30 and correspond in arrangement toa payline that was previously selected by an algorithm running on amicrocomputer, in this example said payline is indicated by icon 38.Successful completion of the game of skill results in a player havingcredits added to the total 21 and unsuccessful completion of the game ofskill results in a player losing the entire amount of his buy in to playthe game.

Turning now to FIG. 2, which is a flowchart representation of theaforesaid process and may be representative of a program running on amicrocomputer controlling a game on gaming machine 10, program begins at60 where initialization of said program is performed. The programproceeds to step 62 where a determination is made as to whether a gamehas been purchased and the amount of purchase a player desires to make,after which program proceeds to step 64 to check if a player wants tobegin game play. If game play is not selected, program proceeds back to62 to allow a player to increase the amount of buy in and also theamount of potential award. If game play is desired, program proceeds to66 where an award is generated in accordance with a random selectionprocedure and said award is displayed to a player in step 68. At step 70the program waits to start a skill game that is possible to completewith an ordinary amount of skill. The program proceeds to step 72 atwhich said game of skill is played by a player and any award due is paidat step 74 after which the program returns to 60 and is ready for a newgame.

Turning now to FIG. 4, which is a flowchart representation of a programrunning on a microcomputer for purpose of generating an award availableto a player after said player has purchased a game and has signifiedthat game play is desired. The method presented here is one of manyrandom pay determinations that could be used and is as presented in U.S.Pat. No. 5,380,008. Another method of generating an award to a player isas described in U.S. Pat. No. 6,053,813. Program begins at 97 whereconstants such as seed are recovered and said process is initialized. Atstep 98 a random number is generated and said random number is checkedat 100 to see if it falls within a predetermined range. If the randomnumber generated is not within bounds of said predetermined range, theprocess continues to step 106. If the random number generated is withinbounds of the predetermined range, the process continues to 102 where asecond random number is generated. Said second random number generatedis compared to a predetermined table of values or ranges of values at104 and a determination of an award is made. The process continues to106 where a determination as to amount of available credits in a bonuspool is made. If available credit in said bonus pool is not greater thanzero, the process continues to 114, if available credit in the bonuspool is greater than zero, the process continues to 108 where a randomnumber is generated, continues to 110 where said random number generatedat 108 is compared to a predetermined range of values to determine anamount to draw from the bonus pool. The amount drawn from the bonus poolis deducted from the bonus pool and the amount drawn from the bonus poolis added to the award available to a player at 112. An award, minusmanagement fee, available for successful completion of a game of skillthat is presently being played is displayed at 114. Process continues to116 where it exits.

Turning now to FIG. 3, which is a flowchart representation of a programrunning on a microcomputer operating gaming apparatus 10, said programmay be a skill game portion of a spinning reel representation of a 3reel slot machine on display 50. The flowchart represents skill gameplay and as such may be contained within block 70 of FIG. 2. Programbegins at 76 and continues to 78 where physical reels or arepresentation thereof begin to rotate simultaneous with setting acount-up background timer cumulative count to zero. The programcontinues to 80 where it pauses waiting for a stop indication from aplayer, said stop indication may be by means of a player depressingswitch 20, 22, or 24 or by other means such as pressing a representationof a switch on a touch panel covering a video monitor. Program continuesto 81 to see if said background timer has accumulated time greater thanor equal to maximum time allowed to complete the skill game. If thebackground timer's cumulative count has not exceeded maximum timeallowed to complete the skill game, the program continues back to 80 towait for the player to stop a reel. If the reel is stopped, the programcontinues to 82 where it reads reel position and relates said reelposition to a symbol that is beneath winline 33. Said symbol directlybeneath said winline is used as the basis for a payline 38 in awardtable 36 and all subsequent symbols for the remaining two reels must bestopped beneath the winline and be in order and of proper value as shownin 38 to allow successful completion of the skill game. Programcontinues to 84 where it checks to see if the player has attempted tostop one of two reels still rotating. At 85 a check is made to see if abackground timer has accumulated time greater than maximum time allowedto complete the skill game. If a predetermined time has not beenexceeded, the program returns to 84 to wait for the player's reel stopcommand. Upon receiving a reel stop command at 84, the program proceedsto 88 to check to see if the player has attempted to stop the remainingrotating reel. At 89 a check is made to see if a background timer hasaccumulated time greater than maximum time allowed to complete the skillgame. If a predetermined time has not been exceeded, the program returnsto 88 to wait for the player's reel stop command. Upon receiving a reelstop command at 88, the program proceeds to 90 to compare the positionof each stopped reel to payline 38 in award table 36. If the position ofeach stopped reel compares exactly to an allowed sequence as shown in38, the program proceeds to 92 where successful completion of the skillgame is indicated to the player and an award is credited to the player'saccount. The program exits game play at 94. If the position of eachstopped reel does not compare to an allowed sequence as shown in 38, theprogram proceeds to 96 where it is indicated to the player that theskill game was not completed successfully and the entire cost of thegame is deducted from the player's account at 96. The program exits gameplay at 94.

Turning now to FIG. 5, which is a flowchart representation of method ofselecting time allowed to play a game according to the presentinvention, the program begins at 118 where any required initializationis performed and proceeds to 120 where a check is made to determine if aplayer has pressed a button allowing purchase of additional time tocomplete a skill game. If said button has not been pressed, the programcontinues to 130 where it exits. If the button requesting purchase ofadditional time to complete said skill game has been pressed, theprogram continues to 122 where a determination is made as to whether apredetermined time to complete the game of skill has been exceeded and,if not, program continues to 124. If the predetermined time to completethe skill game has expired, the program proceeds to 130 where it exits.At 124 the program checks the player's account to determine that acharge for time can still be allowed and if the amount in the player'saccount minus charge for additional time to play the skill game isgreater than or equal to zero, the program continues to 126 where acharge for additional time to play the skill game is deducted from theplayer's account, the program continues to 128 where the additional timeto play the skill game is added an internal TimeToPlay register and isalso displayed to the player; the program exits at 130. If, at 124,there are not sufficient funds in the player's account to allow him tobuy extra time to play the skill game, the player is notified of suchand the program continues to 130 where it exits.

Also illustrated in FIG. 5 is a flowchart representation of a backgroundtimer that typically runs under timer interrupt. Said background timermay be used for many purposes, but is illustrated here as a timer of thetime allowed to play the skill game. Generally and typically timer ticsare divided into small units and are accumulated in a register. At 131 adetermination is made as to whether a memory flag called GameTimeZero isat a logic one or zero; if GameTimeZero is at logic one programcontinues to 139 where it exits the interrupt routine, it GameTimeZerois at logic zero, program continues to 132. At 132 a determination ismade as to whether said register has accumulated a sufficient number oftimer tics to correspond to a 1 second interval, if not, the timer exitsinterrupt at 139. If a 1 second interval is indicated, the programcontinues to 134 where a time period of 1 second is subtracted from aTimeToPlay register and displayed on a TimeToPlay display to the player.The program continues on to 136 where it compares the value in theTimeToPlay register to zero and if not zero, the program continues to139 where it exits interrupt. If the TimeToPlay register is zero, theprogram continues to 138 where a register flag, GameTimeZero, indicatingthat game time has expired is set and the program exits interrupt at139.

Turning now to FIG. 6, which is a flowchart representation of a programrunning on a microcomputer contained within game apparatus 10, saidprogram provides for automatic deduction from an available award to aplayer as a predetermined time allowed for playing a game of skill isexceeded. Program begins at 140 where initialization of memory locationsis performed. Said program continues to 142 where a memory location thataccumulates time taken to complete a skill game is initialized to zerotime. The program continues to 144 where a determination is made as towhether said game of skill has been completed by a player and if thegame of skill has been completed, the program continues to 156, where amemory location is updated to reflect conditions existing at time ofexit and the program continues to 158 where it exits. If, at 144, thegame of skill has not been completed by a player the program continuesto 146 to determine if a predetermined time to play the game of skillhas been exceeded; if not, the program returns to 144. If saidpredetermined time to play the game of skill has been exceeded, theprogram continues to 148, where a determination is made as to whetherthe award available to the player is greater than or equal to apredetermined amount to be charged as a penalty for exceeding apredetermined time allotted to complete a game of skill; if the amountof award available minus a charge for a time increment is greater thanor equal to zero, the available award to said player is decreased by apredetermined amount at 150, the program continues to 152 at which anaudio and visual indication is given to the player that the awardavailable has been decreased and the program continues to 154 where anadjusted time allowed to complete the game of skill is loaded; programthen proceeds to 144. If, at 148, the award available minus a charge fora time increment is not greater than zero, the program continues on to156 where a memory location is updated to reflect conditions existing attime of exit and the program continues to 158 where it exits.

Turning now to FIG. 7, which is a flowchart representation of a programrunning on a microcomputer contained within game apparatus 10, saidprogram provides for a method of allowing a player to buy advice tocomplete a game of skill from a program running on said microcomputer.Program begins at 160 where registers may be initialized and proceeds to162 at which a determination is made as to whether a player has selectedan auto play feature, if auto play is not selected, program proceeds to164 to determine if game hint feature is selected and, if not, programproceeds back into a main game program at 166 from whence it proceeds to162. If, at 162, a player selects said auto-play feature, the programproceeds to 172 where determination is made as to whether an awardavailable to the player for successful completion of a game of skillminus an amount that will be assessed against said award for cost ofauto-play is greater than or equal to zero and if not greater than orequal to zero, the program proceeds to 178 where the player is informedthat sufficient credit does not exist to allow auto-play and then on to166. If, at 172, sufficient credit exists to allow auto-play, theprogram proceeds to 174 where an amount assessed for auto-play isdeducted from the award available, the program proceeds to 176 where theaward available is displayed to the player and then to 166 to continuegame play. If, at 164, the player has indicated that a hint is desiredto complete the skill game, the program proceeds to 168, wheredetermination is made as to whether an award available to the player forsuccessful completion of a game of skill minus an amount that will beassessed against said award for cost of a hint is greater than or equalto zero and if not greater than or equal to zero, the program proceedsto 178; if aforesaid inequality results in a solution greater than orequal to zero, the program continues to 170 where an amount assessed fora hint is deducted from the award available, the program proceeds to 176where the award available is displayed to the player and then to 166 tocontinue game play. Auto-play allows a program running on amicrocomputer controlling the game to make a single selection that willresult in the best solution for the point in the game cycle at whichauto-play is applied; hint allows the player to make a decision or togive the player an advantage to complete the game at a point in the gamecycle at which hint is applied.

Turning now to FIG. 9, which is a flowchart representation of a programthat may be running on a microcomputer to provide for a player-electedbuy-in to an award from a bonus pool, said program begins at 180 whereinitialization may be performed. The program continues to 182 where adetermination that an amount in said bonus pool is greater than zero andif greater than zero, proceeds to 184 where an icon beneath a touchscreen is shown to the player to allow purchase of a portion of thebonus pool; if a decision is made by the player to purchase a randomlyselected portion of the bonus pool at 186, the program continues to 188where a determination is made as to whether the player has sufficientcredit to afford a cost of purchasing a portion of the bonus pool. Ifthe player's credit is not sufficient, the program continues to 196where the player is informed that sufficient credit does not exist andthen to 62, where buy-in decisions are performed. If, at 188, the playerhas sufficient credit to purchase a portion of the bonus pool theprogram continues to 190 where the cost of purchasing a portion of thebonus pool is deducted from the player credit available and then on to192 where a random number is generated to determine a portion of thebonus pool to allot to the player during the present game and the amountof said portion of the bonus pool is added to the award available to theplayer for completion of the skill game. The portion of the bonus poolthat is determined for the player at 192 will always be greater thanzero, this is important as the buy-in to the bonus pool is then atransaction rather than a chance. Program continues to 194 where theaward available to the player is displayed to him on 35; programcontinues to 62. At 182, if the bonus pool is not greater than zero, theprogram continues to 198, where the bonus icon is hidden from the playerand a computer memory flag called BonusPoolZero is set to signal to themain program that offering of bonus pool buy-in by a player should notbe allowed; program continues to 62. If, at 186, the player elects notto purchase a portion of the bonus pool the program continues to 62.

In a preferred embodiment, gaming apparatus 10 may comprise anywell-known electronic gaming apparatus controlled by a microcomputer ormicrocontroller. A method of choosing a random game outcome as taught inU.S. Pat. No. 5,380,008 and as shown in a flowchart in FIG. 4 isemployed here. Another method of choosing a random game outcome is asdescribed in U.S. Pat. No. 6,053,813. For purposes of simplicity inillustration, assume the following: skill game is a three-reelmultiplier type game, 50% management fee is deducted from each coinplayed. Calculations are for a single coin played, but since said gameis a multiplier said calculations will apply to multiple coin plays andawards. The following demonstrates that a skill game requiring anaverage level of human dexterity and skill to complete incorporating theprinciples of the current invention can return a profit to an operatorof a game. Payline 1 Pay 2 Hit Frequency = 0.1500 Payline 2 Pay 5 HitFrequency = 0.0300 Payline 3 Pay 10 Hit Frequency = 0.0100 Payline 4 Pay20 Hit Frequency = 0.0010 Payline 5 Pay 50 Hit Frequency = 0.0004SUMMATION OF HIT FREQUENCY = 0.1940 AND 1-(HIT FREQUENCY) = 0.80860

The above predicts that about 1 game out of every 5 games played willresult in a payline award to a player; to collect said payline award,said player must successfully complete a game of skill. A 50% managementfee implies that for a single coin played that 50% of said coin playedwould be credited to an operator of a game. If a player plays 1 coin andis to be paid two coins, actual payback to said player is 2 coins−(1coin)(0.50)=1.50 coins. Also, if a player draws the equivalent of alosing game on a conventional slot machine for which he would generallybe paid nothing, said player would be paid 1 coin−(1 coin)(0.50)=0.50coins upon successful completion of a game of skill. If the player doesnot successfully complete said game of skill, then no award is returnedand credited to the player's account.

Payline1P.C.=(Payline Hit Frequency)(Number of Coins Paid−ManagementFee)/(Number of Coins Played)PC1=(0.150)(2−0.5)=0.22500

Payline2PC2=(0.030)(5−0.5)=0.13500

Payline3PC3=(0.01)(10−0.5)=0.09500

Payline4PC4=(0.001)(20−0.5)=0.01950

Payline5PC5=(0.0004)(50−0.5)=0.01980

Total P.C.=0.49430. To account for the games that do not have a paylinepay, calculate (1−Total Hit Frequency)(Number of Coins Paid−ManagementFee)=(0.80860)(1−0.5)=0.4043. Total return to a player with this game is0.49430+0.4043=0.89860, which indicates that approximately 89.86% of thecoins played will be returned to players over a large number of plays.If it is assumed that an operator of a game desires a 95% return toplayers, which is a generally acceptable value, then 95%−89.86%=5.14% isavailable to be placed into a bonus pool. Additionally, any skill gamesnot completed successfully by players will contribute to the amountretained and any total return to players less than a predetermined valuemay be placed into a bonus pool to be employed to enhance awards.

If P.C. is less than a predetermined amount, it may be distributed toplayers by numerous means. A random means of accomplishing distributionof excess machine hold that employs a method as described in U.S. Pat.No. 6,053,813 for a game is as follows:

Assume the same random number generation and filter constants asdescribed in aforesaid patent, the digital filter has a passband of 1through 9; the range of random numbers generated is 1 through 37, thesequential count of random numbers that must pass through the filterpassband in a sequence to obtain an award from the bonus pool isindicated below. The count of random numbers generated and presented tothe filter input for each game will be 6. Sequential Count of numbersPercent of within passband Bonus Pool (Bonus) 0 0% 1 8% 2 10% 3 12% 415% 5 20% 6 35%

A set of random numbers is generated after possible award amount for agame is calculated. Depending upon the sequential count of numberswithin the filter passband as given above, a percentage of the bonuspool is allocated and summed with said possible award amount previouslycalculated. Process is:

1) Calculate an award amount for present game.

2) Generate a second set of random numbers and calculate a percentage ofthe bonus pool to be allocated to game. This is labeled “Bonus”.

3) Multiply decimal equivalent of Bonus by bonus pool amount to obtainan integer value. This is the Bonus Adder.

4) Subtract Bonus Adder from bonus pool amount and store value obtainedin the bonus pool.

5) Sum Bonus Adder with possible award amount calculated and displayamount that can be won to player.

6) Begin skill game.

As an example, assume that the bonus pool value=100, possible awardamount=2, and 3 random numbers generated are sequentially within thefilter passband for bonus calculation. The calculation is(100)(0.12)=12=Bonus Adder. The new bonus pool value=100−12=88. Playeris shown that he can win (possible award amount)+Bonus Adder=2+12=14coins. If a bonus pool buy-in decision is offered to a player, theminimum portion of the bonus pool that will be randomly selected willalways be greater than zero.

In another preferred embodiment, which may be a video skill gamepresentation that employs a touch screen for player input and whichappears to a player as a video representation of a traditional spinningreel slot machine, there exist a plurality of paylines 38 comprising apaytable 36 and which may have values as predetermined by desired hitfrequency and payback percentage to players (P.C.), but which are shownfor purposes of illustration as follows: Symbols on winline to Pay(coins or Payline # win credits) 1 Any CH 2 2 Any two CH 5 3 Any 3 Bars5 4 Bar Bar Bar 10 5 CH CH CH 20 6 5Bar 5Bar 5Bar 50 7 SP SP SP >50

The word CH is an abbreviation for cherry and the word SP is anabbreviation for special symbol, which may be a custom logo, or anyother symbol that is different from symbols referenced in the paytableabove. Game presentation to a player is similar to FIG. 1. Initially allpaylines in 36 are hidden from a player and an attraction message may beshown explaining how to play the skill game. Said player insertscurrency at 25 and, after currency has been authenticated, creditscorresponding to said currency inserted are displayed at 21 and may beused by the player to buy a skill game by means of pressing a buy-inbutton or icon 26. When 26 is pressed, a microcomputer controlling 10,performs a calculation that may be as in flowchart in FIG. 4 todetermine an award available to the player which may be paid upon theplayer successfully completing a skill game. Upon determining said awardavailable, paylines in the paytable shown above that are less than orequal to the award available are displayed to the player. Reels 40, 42,44 appear to rotate and the player must stop them by means of buttons oricons 20, 22, 24 in accordance with a sequence shown in a paylinenumber, within a predetermined time shown on 33 and, with symbols shownin a selected payline number chosen by the player, directly beneathwinline 30 in order to claim an award displayed at said payline selectedby the player. Additionally, the first symbol that is stopped beneaththe winline by the player will determine the payline with which theremaining symbols must correspond in order to win the award indicated bysaid payline. As an example, after player buy-in and prior to start ofthe skill game, a random number generated at 102 and compared to apredetermined table in computer memory at 104 indicates that an awardavailable to a player should be 5 coins. A display of paylines onpaytable 36 will be: Symbols on Pay (coins or Payline # winline to wincredits) 1 Any CH 2 2 Any two CH 5 3 Any 3 Bars 5

Reels 40, 42, 44 appear to spin and the player must stop them withsymbols beneath winline 30 within time allotted as displayed upon 33 inorder to win the award available as indicated by the payline. If, in afirst case, if the player stops a reel with a cherry (CH) icon beneathwinline 30, he can win at least 2 coins minus management fee; if asubsequent reel is stopped with a cherry icon beneath 30, then theplayer can win 5 coins minus management fee. If the player stops onereel with a bar or 5Bar beneath 30, he may proceed to stop the remainderof the reels with a bar or 5Bar beneath 30 and he will win 5 coins orcredits minus management fee as stated on payline 3. If the player stopsa reel with a bar or 5Bar beneath 30 and then stops a reel with a symbolother than a 5Bar or bar beneath 30 and then stops the remaining reelwith a cherry (CH) beneath 30, he will win 2 coins or credits minusmanagement fee; if the remaining reel is stopped with any symbol otherthan a bar, 5Bar or cherry beneath 30 and the second reel stopped is notstopped with a bar or 5Bar or cherry beneath 30, the player has zeroadded to his credit account.

If the amount of the award available to the player is determined to bethe buy-in amount minus management fee, a single payline as shown belowmay be shown: Symbols on Pay (coins or Payline # winline to win credits)1 Any CH 1

The player must still complete the skill game successfully in order tobe paid the buy-in amount minus management fee. If the skill game is notcompleted successfully no award of any amount is returned to the player.Total number of different symbols or icons upon reels may be four as maybe seen from the paytable. In a version of the preferred embodiment allreels may present an identical presentation and that may be aforesaidfour symbols alternating, separated by a blank space and repeated twice.A reel would then appear as CH, Blank, Bar, Blank, 5Bar, Blank, SP,Blank, CH, Blank, Bar, Blank, 5Bar, Blank, SP, Blank. It is not requiredthat different numbers of symbols be included upon each reel in order toweight game outcome, though different combinations of symbols includedupon each reel may affect return of awards to players and must beincluded in game hold calculations.

In another example of aforesaid game, after player buy-in and prior tostart of the skill game, a random number generated at 102 and comparedto a predetermined table in computer memory at 104 indicates that anaward available to a player should be 5 coins. Additionally let a bonusamount of 20 credits be drawn from the bonus pool at 110 and this amountis added to the 5 credits determined to be the previous award available.Total amount of credits that may be won by the player is 25 ascalculated at 112 and is shown to the player by showing a paylines asfollows: Symbols on Pay (coins or Payline # winline to win credits) 1Any CH 2 2 Any two CH 5 3 Any 3 Bars 5 4 Bar Bar Bar 10 5 CH CH CH 25

In order to win the maximum award the player must stop all three reelswith a cherry directly beneath winline 30. If the player stops the firstreel with any symbol but a cherry beneath winline 30, the maximum amountof credits he can win upon successful completion of the skill game is 10(Bar Bar Bar). The features of buy time and auto-play may still be madeavailable to the player in this preferred embodiment. Hand-eyecoordination and reaction time are the elements of skill tested in theaforesaid game.

A second method of distributing excess winnings of a skill gameapparatus, if P.C. is less than a predetermined amount, may be by meansof stopping several reels of a reel type game at winning symbols andleaving a single reel to be stopped at a winning symbol by a player.Said method has an effect of making a skill game very simple to completeand is in accordance with a second method of bonus distribution to aplayer previously described.

In yet another preferred embodiment, which may be a video skill gamepresentation that employs a touch screen for player input, it is assumedthat there exist a plurality of tables of predetermined winning playingcard hands in computer memory from which to choose. Said video skillgame if played upon a game apparatus 10 in FIG. 8 controlled by amicrocomputer. In the preferred embodiment a hand consists of 5 cardsand the skill game is conducted in accordance with rules associated witha poker game. Only a card suit and spots are shown on cards employed inthe game and no number indicating card value is shown; only spots andfaces are shown. The skill game has an arbitrary 15-second timer inwhich it must be completed or player loses the game, said 15-secondtimer may be adjusted by an operator of the game apparatus and a playeris shown remaining time to complete the skill game on display 37. Aplayer purchases credits to play a game on 10 by inserting currency intoacceptor 25 and amount of credits available to play games is displayedto said player on credit display 21, display to the player 50, ispreferably a video display overlaid by a transparent touch screen whichmay be manufactured by MicroTouch. Said touch screen allows buttons andicons to act as buttons to be shown beneath the touch screen andtouching an icon may effect a switch closure. Consequently icons may beplaced at various positions on the video display and have switchesassociated with said icons in a manner that is very simple tounderstand. Play of the skill game is in accordance with the flowchartshown in FIG. 2. The player decides to play the skill game and purchasesa game by pressing icon 26, credits are deducted from the player'scredits and credits remaining to the player are shown on 21. When theplayer indicates that he desires to play the game of skill, which he maydo by pressing 28, game play begins as indicated in 64. An award thatmay be won by successful completion of the game of skill is displayed tothe player at 35; said award is determined randomly by a program runningon a microcomputer controlling game apparatus 10 and may be inaccordance with a flowchart shown in FIG. 4. The award available to theplayer will be won by him at successful completion of the skill game.Additionally, a management fee is subtracted from each coin the playersubmits to purchase a skill game; multiple purchases of the same gamemay be made with a corresponding increase in the award available to bewon upon successful completion of the skill game. The skill gamepreferably proceeds as follows:

1) Generate a random number and employ said random number to choose aparticular table of winning hands from said plurality of winning handsin computer memory. Generate a second random number and pick aparticular winning hand based upon said second random number generated.Said particular winning hand is the house hand and is shown face-down(card backs up) 27.

2) Randomly choose 5 cards by generating random numbers and choosingcard values that have been predetermined to be associated with saidcards. Said 5 cards selected comprise one part of the player's hand andare not yet shown.

3) A program running on the microcomputer controlling the game chooses asecond hand of 5 cards for the player that is guaranteed to beat thehouse hand. The program running on the microcomputer then makes fivepairs by drawing a card from each individual player hand drawn in step 2and step 3. Shuffle each pair and present them to the player as in FIG.8, at 41 and 43. All cards are still face-down.

4) Presentation will now be: H1 H2 H3 H4 H5 House Hand P1U P2U P3U P4UP5U Player Upper Hand P1L P2L P3L P4L P5L Player Lower Hand

5) The house hand 27 is turned face-up for view by the player for apredetermined time period that may be adjusted by the operator of thegame apparatus, 1.5 seconds is default predetermined time period andthen the house hand is turned face-down to prevent the player fromfurther visual reference to card values in the house hand.

6) P1U and P1L are turned face up for view by the player. The playerchooses P1U or P1L to keep. The card the player does not keep is removedfrom view and the remaining card, P1, is turned face-down again.

7) Continue as in step 6 for remainder of the player's 4 card pairs. Thecards remaining after said selection process are the player's hand.Presentation will now be: H1 H2 H3 H4 H5 House Hand P1 P2 P3 P4 P5Player Hand

8) The player's hand and the house hand are turned face up to show theplayer the winning hand; said winning hand is determined by rules commonto a poker game. The microcomputer can determine if the winning hand isthe player's hand or the house hand; if the player's hand is the winninghand, then the player has completed the game of skill successfully andthe award available at 35 is credited to the credit account and shown tothe player at 21. Memory and pattern recognition is the element of skilltested in the aforesaid game.

9) At steps 6 and 7 above, the player may require some help to completethe skill game. He can purchase help to complete the game by pressingauto-play button 29 or hint button 23. Pressing the auto-play buttonwill result in the microcomputer selecting the best selection from apair of cards for which a selection must still be made by the player.Each press of the auto-play button will result in said process repeatingfor a pair of cards; there is a cost to the player associated withauto-play. Pressing the hint button may result in the house hand beingturned face-up for view for a predetermined time period after which itis turned face down, may display both cards in a pair from which onecard is remaining to chosen or both. The hint process has a costassociated to the player. A flowchart for the auto-play and hintprocesses is shown in FIG. 7. Additionally, if the player desires topurchase more time to complete the skill game he may purchase anincrement of time by pressing 39. A predetermined time increment isadded to 154 and a new time to complete the skill game is shown ondisplay 37. Because there is a cost to the player to gain extra time tocomplete the skill game, there may be a deduction from the awardavailable for the current game, or the player credits available or both.Updated values are shown to the player on 21 and 35. A feature of theskill game just described may be to automatically adjust every randomaward generated from the bonus pool of excess machine hold funds or achoice may appear to allow the player to choose to have the game draw abonus award at the time the player chooses to buy-in to play a game. Aflowchart representation of a program running on a microcomputer toallow a player award to participate in a bonus pool is shown in FIG. 9.

A second method of distributing excess winnings of a skill gameapparatus utilizing the card game previously described, if P.C. is lessthan a predetermined amount, may be by means of randomly showingelements of the house hand or by showing the house hand for a long timeperiod. Said actions have an effect of making a skill game very simpleto complete and is in accordance with a second method of bonusdistribution to a player previously described.

It should be noted that the preceding discussion discloses a method ofimplementing a game of skill upon any computer controlled gamingapparatus and may be adapted to devices including display types andactuation devices different than those described herein. A personskilled in the art will see many other games and implementations thatemploy the methods disclosed herein. For example, the skill game mayactually be a table game or variation thereof, such as, for example,blackjack, craps, poker, etc. Additionally, the award may comprise, forexample, merchandise, gift certificates, complimentary meals,complimentary lodging, etc.

As noted above, the skill game method of the present invention iscomprised of numerous processes. It is the manner in which aforesaidprocesses are employed that makes the present invention novel andunique. Further, certain methods of crafting a skill portion of anentire game that are also unique and novel will be described later.

In one embodiment, the method of the present invention may be describedgenerally as follows:

1) Player pays a buy-in amount to allow him to play a game.

2) Apparatus generates a randomly selected award amount for the currentgame that a player may win by successfully completing a game of skill.

3) Apparatus generates a randomly selected amount that is to be added tothe award amount generated in (2) if an amount greater than or equal tosaid randomly selected amount exists in an adjustment pool. Add theamount so determined to award amount generated in (2) and subtract theamount from the adjustment pool.

4) Display total award amount that can be won by successfully completinga skill game by a player.

5) If a player decides not to play the game of skill then return thebuy-in amount paid to play the game after a predetermined period of timeor alternatively by player indicating to the game apparatus that it isnot desired to play the game. If aforesaid option is chosen, the nextgame bought by a player is forced to offer the same award amount forsuccessful completion of the game of skill as the game that was notpreviously played. This prevents a player from refusing a game with thehope that the next randomly chosen award will be greater than thepresent award offered, and allows a graceful way for a person to opt outof playing the game and gaming regulators will probably like this. Thisstep, step 5), is optional.

6) Begin a game of skill.

7) If said game of skill in (5) is completed successfully by a player,pay the displayed award amount. If the game of skill is not completedsuccessfully, so indicate and player loses amount of buy-in.

Although other steps may also be optional, step 5 is noted as beingoptional. Some skill game operators may not want to provide a player theoption to leave a game after the award is generated. In one embodiment,the level of skill is adjusted to an appropriate level (e.g., to a levelmatching a possibly varying federal guideline or standard for skillgames).

In one embodiment, the level of skill required to successfully completethe skill game is the level of skill found in an average person.However, the level of skill may be increased by any amount. In oneembodiment, the level of skill is an above average skill, and in otherembodiments, the level of skill is below average. Already described is amethod for adjusting the award pool to provide higher payouts to playerswhen the pool exceeds a predetermined threshold. In one embodiment,instead of increasing player payout, the level of skill required tosuccessfully complete the game is adjusted consistent with the awardpool. For example, if as the award pool grows, the level of skillrequired to successfully complete the skill game is reduced and viceversa.

In one embodiment, regardless of the level of skill required tosuccessfully complete the skill game, the outcome of the skill game isnot a function of chance but relies substantially on the player's skill.

By means of using one or more processes of the present invention, manypopular games of chance can be transformed to games of skill while stillmaintaining player appeal that made them popular as games of chance. Inone embodiment, to change any game of chance into a game of skill, thehouse advantage or opposing player advantage is weighted in favor of aplayer of a skill game apparatus in such a manner that a person ofordinary skill can be reasonably expected to complete the game in awinning manner. In another embodiment, criterion employed to determinewhether a game is a game of skill is that the outcome of said game issubstantially determined by player skill.

An example of allowing a popular game of chance to be played as a gameof skill on a gaming apparatus may be illustrated using the popularcasino game of chance generally known as 21 or Blackjack. Generally andtypically, the object of said game is for a player to obtain a highertotal card count than a dealer, which sometimes may be known as thehouse; said card count may not exceed 21. Cards are assigned values asfollows:

-   -   1) Aces may be given a value of 1 or 11 as desired by a player.    -   2) All other face cards have a value of 10.    -   3) Any card other than a face card has the value printed upon        it.

A gaming apparatus may generate a random number that is assigned to aspecific card in a card deck for purposes of playing 21. Each time acard is requested a random number is generated and compared to a set ofpredetermined rules to select a card to be shown. After each game isplayed, bounds upon said random number for purposes of selecting aspecific card are reset to predetermined initial values; said actioncorresponds to shuffling a card deck after each game is played. Whenplayed upon a gaming apparatus a player may make a wager after which acard is dealt face up to said player and another card is dealt face upto the dealer, which may be the gaming apparatus. Another card is thendealt face up to the player and a second card is dealt face down to thedealer. Said second card dealt face down to the dealer may be known asthe “hole” card. If the dealer's face up card is a 10 count or an aceand the hole card is an ace or a 10 (natural 21), the total card countis 21 and the player loses his wager if the player's card count is lessthan 21. If the player also has a card count of 21 his wager is returnedto him and the game is complete. If the dealer does not hold a natural21 the player makes a decision as to whether to request a card be issuedto him or not. If the player holds a natural 21, he wins the game andwhatever is shown upon the award card is paid to him. If the player doesnot hold a natural 21 he must decide if he wants to request anothercard, which will be counted according to aforesaid rules as part of theplayer's total. A player may continue to request cards until he feelsthat his total is greater than the dealer's total or that his total willbe greater than 21 if another card is added to his total. If a player'scard count exceeds 21 after a card is requested the amount of theplayer's wager is lost. When a player feels that he does not desire anymore cards to be added to his total he may so indicate to the gameapparatus by means of pressing a switch or performing a predeterminedaction that is interpreted to mean that the player is done requestingcards. The dealer's hole card is turned face up thus exposing all thedealer's cards. If the dealer's card count is equal to 17, 18, 19, or 20the dealer cannot draw a card and if the player's card total is greaterthan the dealer's card count an award is paid to the player. If thedealer's card count is 16 or less, the dealer must draw a card andcontinue to draw cards until the dealer's card count is 17 or greaterafter which no more cards may be drawn. If the dealer's card count andthe player's card count are equal, the player is returned the amount ofhis wager, if the dealer's card count is greater than the player's cardcount the player loses his wager, and if the player's card count isgreater than the dealer's card count the player is paid a predeterminedaward.

If a player knows the aforementioned rules of the game of 21 it isplayed more as a game of skill rather than as a game of chance.Increasing the skill aspects may be accomplished by showing the dealer'shole card to the player. Showing the dealer's hole card may be done fora brief period of time, by placing an icon on the card, similar to“marking” a card or in some other manner to indicate to the player thevalue of the dealer's hole card. Outcome of the game is then determinedsubstantially by a player's skill and the game may be classified as askill game depending upon jurisdictional rules.

Although an element of skill and/or ability affects the outcome of agame of 21, and particularly multiple games using the same card deck,various techniques may be utilized to reduce or nullify chance aspectsof the game so that the player's skill becomes increasingly important inwhether or not the game is completed successfully. Examples include anyone or more of showing the hole card, providing probabilities of thehole card being an Ace, Face, or hi/lo number card, probabilities of thedraw card, etc. The technique is to provide the player with enoughresources to effect a desired amount of skill requirement tosuccessfully complete the game. Carrying these techniques to theextreme, all chance is removed from the game. In one embodiment, thenumber and type of techniques utilized is just enough so that the gameis classified under a desired regulation (e.g., a skill game gamingapparatus). The techniques may be adjusted or reprogrammed to meet anyregulatory changes or reclassify the game under a different regulation.In one embodiment, the skill game specifically includes an adjustmentmechanism to meet changing regulatory skill requirements.

Similarly the game of poker may be played as a skill game by indicatingto the player the hand or portion of a hand of the opposing player. Saidaction will allow outcome of a game to be determined substantially by aplayer's skill.

Generally and typically a spinning reel slot machine has been played asa skill game by allowing a player to attempt to stop each spinning reelin such a manner that predetermined indicia are beneath a win line.Another method of playing a spinning reel slot machine as a skill gameis to automatically stop all reels at predetermined locations and allowa player to decide whether to increase his buy-in prior to stopping afinal rotating reel in its rotational cycle based upon an icon or symbolbriefly shown to the player that indicates where the final rotating reelwill stop. If the principles described in the present invention ofrandomly selecting an award by means of well-known stochastic algorithmsare employed an operator is still guaranteed a profit.

In one embodiment, a spinning reel “slot” machine is set up to randomlydetermine a player's potential winnings, then, in order to collect thewinnings, a separate skill game must be successfully completed. In oneembodiment, the player plays multiple slot machine games, accumulatingpotential winnings, and then plays a skill game to determine if thecombined potential winnings are won. In one embodiment, the player isrequired to earn a minimum total potential winnings prior to playing theskill game. In one embodiment, the skill game is played on the slotmachine (e.g., stopping spinning reels at a precise point) or may beplayed on a separate device. In one embodiment, the slot machine gameis, for example, networked or otherwise in communication with a separatedevice that operates the skill game. For example, a player may earnpotential winnings on a slot machine and then play a skill game on a“big board” 1460 to win or lose the potential winnings. In oneembodiment, the game played on the big board is controlled by playeractivatable controls 1444 on the “slot” machine. In another embodiment,the player controls skill game play on the big board via a wirelesshandheld unit 1450 in direct communication with the big board or througha transmitter/receiver 1446 located on the slot machine.

Many games of chance can be played as games of skill by indicating tothe player an advantage a gaming establishment or gaming apparatustypically enjoys and utilizing the principles described in the presentinvention.

Turning now to FIG. 11, which is a flowchart representation of a programrunning on a microcomputer for purpose of generating an award availableto a player after said player has purchased a game and has signifiedthat game play is desired. The method presented here is one of manyrandom pay determinations that could be used, for example, as presentedin U.S. Pat. No. 5,380,008. Another method of generating an award to aplayer is as described in U.S. Pat. No. 6,053,813. Program begins at 212where constants such as seed are recovered and the process isinitialized. At step 214 a random number is generated and said randomnumber is checked at 216 to see if it falls within a predeterminedrange. If said random number generated is not within bounds of saidpredetermined range, the process continues to step 222. If the randomnumber generated is within bounds of the predetermined range, theprocess continues to 218 where a second random number is generated. Saidsecond random number generated is compared to a predetermined table ofvalues or ranges of values at 220 and a determination of a base award ismade. The process continues to 222 where a determination as to amount ofavailable credits in a bonus pool is made. If available credit in thebonus pool is not greater than zero, the process continues to 228, ifavailable credit in the bonus pool is greater than zero, the processcontinues to 224 where a random number is generated, continues to 226where said random number generated at 224 is compared to a predeterminedrange of values to determine an amount to draw from the bonus pool afterwhich the amount drawn from the bonus pool is deducted from the bonuspool. The amount drawn from the bonus pool is added to the base awardavailable to a player at 228 and a management fee is subtracted whichresults in a total award amount. Said total award amount is compared toa table of predetermined award amounts to determine a range of awards todisplay to a player at 230. The process continues with normal game playat 232 and may be integrated into various games. As an example, saidrange of awards may be presented as an award table for a slot machine asin 36, FIG. 1. For successful completion of a skill game as shown inFIG. 1, a player would be required to stop reels 40, 42 and 44 withindicia or reel symbols beneath winline 30 in a predeterminedcombination in order to win an award as indicated as being available insaid award table. If an award table is specified as a result of adecision at 230 to be displayed to a player: Win 40 7 7 7 Win 20 PL PLPL Win 10 CH CH CH Win 2 Any CH

Then a player would be required to stop said reels in a manner such thatall indicia indicate a “7” that are beneath winline 30 within a timeperiod allotted for game play. If aforesaid action is accomplished, saidplayer would be paid 40 credits. If the player is capable of stoppingany reel with a cherry (CH) symbol beneath said winline, then the playeris awarded 2 credits; if the player is not capable of stopping indiciain any combinations as listed in said award table shown above or, iftime allotted to play a game expires, the player loses his entire buy-inamount. Aforesaid process provides a method of playing a traditionalslot machine type game as a skill game by selecting a range of awardsallowed for each game rather than a single award or by selecting asingle award and dividing it into a range of awards according to somepredetermined set of rules. All principles of the present invention forselecting the range of awards are still followed and an operator of agame is guaranteed a profit taken over a large number of games played.

Turning now to FIG. 10, which is a flowchart representation of a methoda indicating an award to a player according to the present invention.Program begins at 200, which allows substitution of program flowdescribed in FIG. 10 for step 114 of FIG. 4, continuing on to 202, anaward amount previously determined at 104 in FIG. 4 is displayed to saidplayer. At 204, a bonus amount determined at 110 is divided by timeallotted to play a game and result of said division is stored as avariable in computer memory. Program flow continues to 206 where a checkis made as to whether time to play has elapsed, and if time remains toplay a game continues to 208 where time that has elapsed in game play ismultiplied by said variable stored at 204 and added to amount of awarddetermined at 202 to form a cumulative award that is displayed to theplayer. Program flow continues to 210 where an internal counter incomputer memory is incremented to keep track of time to play a game andcontinues on to 206. At 206, if time to play is greater than or equal toa predetermined value, program flow continues to 210 where an exit ismade back to normal game program flow. Program flow just described hasan effect of continually increasing an award a player can earn bysuccessfully completing a game of skill, but encouraging said player towait until time is nearly elapsed for playing said game of skill beforeattempting to successfully complete the game of skill. The player may beawarded a cumulative amount shown at 208 for successfully completing thegame of skill and any amount that could have been potentially awardedhad the player successfully completed the game of skill after more timehad elapsed is credited to gaming apparatus hold amount. Aforesaidprocess creates some excitement for the player and adds to playerenjoyment.

Turning now to FIG. 12, which is a flowchart representation of anotherpreferred embodiment of displaying and paying an award to a player,program flow begins at 234, which may be substituted for 208 of FIG. 10.Program flow continues to 236 where a random number is generated withina predetermined range and used in a predefined formula to determine arandom constant. At 238, said random constant is used in a predefinedformula to calculate a cumulative award shown to said player. In theexample shown at 238, elapsed time since game play began is multipliedby the random constant and added to a cumulative award amount to arriveat an award amount shown to the player; many other formulas could beused. Program then continues to 240 where it exits to program flow 210shown in FIG. 10. The process described in FIG. 12 has an effect ofcontinually increasing the award the player can win, but with theincreases in award amount appearing in an unpredictable or randomfashion.

In another preferred embodiment a casino game generally known asCaribbean Stud may be implemented as a game of skill. Caribbean Studwhen played as a casino game generally and typically has the followingrules:

-   -   1) Play of a game starts with a player placing an ante bet.    -   2) Said player receives 5 cards face down.    -   3) A dealer receives 5 cards, 4 of which are face down and one        of which is face up.    -   4) The player may either raise or fold after step 3.    -   5) If the player raises he must bet twice the ante bet in step        1.    -   6) If the player folds he loses his ante bet of step 1.    -   7) After step 4, said dealer exposes all dealer's cards.    -   8) The dealer must qualify to play by having at least an ace and        a king.    -   9) If the dealer does not qualify in step 8, an ante bet pays        even money and a raise bet is pushed or returned to the player.    -   10) If the dealer qualifies in step 8, the player's hand is        compared to the dealer's hand and evaluated as a poker hand.    -   11) If the dealer has the higher hand in the comparison in step        10, the player loses both ante bet and raise.    -   12) If the dealer and the player have equal hands in the        comparison in step 10, both ante bet and raise bet are returned        to the player.

13) If the player has a higher hand than the dealer in the comparison instep 10, the player is paid in accordance with an award table which maybe, for example, (as with all the tables provided herein, specific pays,odds, or other data is exemplary): Hand held by player Pay Royal Flush100:1  Straight Flush 50:1  Four of a kind 20:1  Full House 7:1 Flush5:1 Straight 4:1 Three of a kind 3:1 Two pair 2:1 Pair 1:1 Ace/king 1:1

As an example, a player holding a royal flush and beating the dealer'shand would be paid 201 times his original ante bet since an ante bet is1, to continue to play after cards are dealt requires that two times theante bet be wagered. The award to the player at 100:1 would be(2×100)+1=201 times the player's original bet. The amount retained by anoperator of a Caribbean Stud played as a game of chance is 5.22% if theabove award table is employed.

Caribbean Stud as described previously as a casino game may beimplemented as a game of skill according to the present invention asoutlined in the following description:

-   -   14) Play of a game starts with a player placing an ante bet.    -   15) Said player receives 5 cards face down.    -   16) A dealer receives 5 cards, 4 of which are face down and one        of which is face up. Card that is face-up is highest value card        in dealer's hand.    -   17) Dealer's next highest value card is exposed to the player        for a predetermined period of time.    -   18) The player may either raise or fold after step 17.    -   19) If the player raises he must bet twice the ante bet in step        14.    -   20) If the player folds he loses his ante bet of step 14.    -   21) After step 18, said dealer exposes all dealer's cards.    -   22) The dealer must qualify to play by having at least an ace        and a king.    -   23) If the dealer does not qualify in step 21, an ante bet pays        1:1 and a raise bet is pushed or returned to the player.    -   24) If the dealer qualifies in step 21, the player's hand is        compared to the dealer's hand and evaluated as a poker hand.    -   25) If the dealer has the higher hand in the comparison in step        24, the player loses both ante bet and raise.    -   26) If the dealer and the player have equal hands in the        comparison in step 24, both ante bet and raise bet are returned        to the player.

27) If the player has a higher hand than the dealer in the comparison instep 24, the player is paid in accordance with an award table which maybe: Hand Buy0 Buy1 Buy2 Buy3 Royal Flush 60:1  30:1  15:1  5:1 StraightFlush 30:1  15:1  7.5:1   3.5:1   Four of a kind 10:1  8:1 4:1 2:1 FullHouse 4:1 2:1 1:1 1:1 Flush 3:1 1:1 1:1 1:1 Straight 2:1 1:1 1:1 1:1Three of a kind 2:1 1:1 1:1 1:1 Two pair 2:1 1:1 1:1 1:1 Pair 1:1 1:11:1 1:1 Ace/king 1:1 1:1 1:1 1:1

In the table above in step 27, Buy_x (where x is 1, 2 or 3) refers to abuy-a-peek at the dealer's hand. Initially the player knows two of thedealer's cards, which are the highest value cards in the dealer's hand.If the player wants to see any more than the two cards in the dealer'shand of which he knows the value he can select a card and buy-a-peek atsaid card at which time the value of the card selected is revealed tohim. This must be done at step 18 of the game play description. Theplayer is warned that this will reduce any potential award and a copy ofthe new award table is shown to him along with a message to confirm thathe really wants to buy-a-peek. If he so confirms, the award table willchange to the new award table as indicated above under buy_x and thiswill be shown as the award table for the remainder of the game or untilthe player buys another peek. A player may choose to look at all of thecards in the dealer's hand by continually selecting buy-a-peek. Any winthat a player receives may be subject to subtraction of an operator'sfee. If the cards held in the player's hand are not capable of beatingthe cards in the dealer's hand as evaluated by poker rules, the player'soriginal ante bet is returned to the player and the game retains theraise bet made by the player in step 18 of the game description. Theamount retained by an operator of a Caribbean Stud played as a game ofskill is 9.72% if the above award table is employed and Buy0 is onlyconsidered.

Yet another embodiment of playing Caribbean Stud as a game of skill on agaming apparatus is to consider the preceding description and to modifythe pay table generation in step 27 in accordance with principlesdescribed in the present invention. In the preceding preferredembodiment, an operator is not guaranteed a profit. A profit may beguaranteed to an operator and a game of skill may be realized by using abase award table and modifying values in said base award table accordingto an award allowed for each game that is determined by well-knownprobability calculations. The base award table as modified is presentedto a player as the award table for a game. The award table shown to aplayer may be different for each game. Turning now to FIG. 13, which isa flowchart representation of a program means for generating an awardtable for Caribbean Stud as a skill game to present to a player,variables for a program are initialized at 242 and the program proceedsto 244 where a random number is generated. Program continues to 246where a determination is made as to whether said random number generatedin 244 is within a predetermined range to allow a base award that isgreater than an award of a player's ante bet. If the random number isnot within said predetermined range, program continues to 252; if therandom number is within the predetermined range, program continues to248 where a second random number is generated. Program continues to 250where a determination of amount of a base award is made according to apredetermined algorithm and program continues to 252 where determinationof amount in a bonus pool is made. If said amount in said bonus pool isgreater than a predetermined value, program continues to 254 where arandom number is generated after which program continues to 256 wheresaid random number is used in a predetermined algorithm to determine anamount to be drawn from the bonus pool. Program continues to 258 wheresaid amount to be drawn from the bonus pool is subtracted from the bonuspool amount available and the amount drawn from the bonus pool is addedto the base award determined at 250 to determine an amount of totalaward that could be allowed to a player. Program continues to 260 wherean award table is calculated by means of a predetermined algorithm;program continues to 262 where said award table is displayed to a playerand then on to 264 where program flow exits to game play.

A method of calculation of award table at 260 of FIG. 13 may be asfollows utilizing an award table for Caribbean Stud as shown at step 13previously:

-   -   1) Assign total award that can be won by a player for        successfully completing a Caribbean Stud game of skill to a top        pay, which would be the award amount for a royal flush.    -   2) Assign all other values in said award table in proportion to        the top award allowed as listed by the proportion in the pay        table in step 13.

As an example of the method just outlined assume that total awardallowed for a game is determined to be 150. An award table presented toa player would be: Hand held by player Pay Royal Flush 150 StraightFlush 75 Four of a kind 30 Full House 10.50 Flush 7.50 Straight 6 Threeof a kind 4.50 Two pair 3 Pair 1.5 Ace/king 1.5

Yet another method of creating an award table is to assign a portion ofan entire amount held in a bonus pool to the highest award in said awardtable and proportionately assign award values as done above, butbeginning with the second award line. As an example assume a bonus poolvalue of 1000 and a total award allowed for a game of 200. Assign 50% ofsaid bonus pool amount to the highest award in the award table. Usingthe award table of step 13 as a basis, the award table presented to aplayer would be: Hand held by player Pay Royal Flush 500 Straight Flush200 Four of a kind 80 Full House 28 Flush 20 Straight 16 Three of a kind12 Two pair 8 Pair 4 Ace/king 4

If the player wins the highest award, the bonus pool is reduced to 500,which still leaves a bonus pool amount for future games. In the last twoexamples of generating an award table an operator of a game isguaranteed a profit as shown in a prior description of the presentinvention.

In one embodiment, the present invention is adapted to run from acentral server. For example, central server 1400 operates one or moredifferent skill games as described herein and sends instructionsimplementing the skill games to one or more gaming machines 1405. Thegaming machines 1405 are, for example, grouped according to type of game(e.g., row(s) of card games 1410, row(s) of slot games 1430, etc.).

In one embodiment, the present invention may be run as a finite deckgame. In a finite deck, a set of game outcomes is generated and ispackaged as a data set. The game is then played in an individual machineor on a server. Rather than the game being generated on the fly as wedescribe here, the game result is read and the game is shown to theplayer—similar to a slide show. The first method shown of playingCaribbean Stud as a skill game illustrates how a game of chance can beturned into a game of skill by removing a portion of the advantage thehouse normally enjoys (by showing a second card in the dealer's hand).An operator is not guaranteed a profit, however, over time, calculationswill show that statistically, the operator will eventually profit. Thesecond method guarantees that the operator makes a profit.

The casino game generally known as Caribbean Stud may be implemented asa game of skill. Caribbean Stud when played as a casino game generallyand typically has the following rules:

-   -   1) Play of a game starts with a player placing an ante bet.    -   2) Said player receives 5 cards face down.    -   3) A dealer receives 5 cards, 4 of which are face down and one        of which is face up.    -   4) The player may either raise or fold after step 3.    -   5) If the player raises he must bet twice the ante bet in step        1.    -   6) If the player folds he loses his ante bet of step 1.    -   7) After step 4, said dealer exposes all dealer's cards.    -   8) The dealer must qualify to play by having at least an ace and        a king.    -   9) If the dealer does not qualify in step 8, an ante bet pays        even money and a raise bet is pushed or returned to the player.    -   10) If the dealer qualifies in step 8, the player's hand is        compared to the dealer's hand and evaluated as a poker hand.    -   11) If the dealer has the higher hand in the comparison in step        10, the player loses both ante bet and raise.    -   12) If the dealer and the player have equal hands in the        comparison in step 10, both ante bet and raise bet are returned        to the player.    -   13) If the player has a higher hand than the dealer in the        comparison in step 10, the player is paid in accordance with a        predetermined award table that is displayed to the player.

Consider the Caribbean Stud game previously described. Probabilities ofa player obtaining a particular hand are well known and, sincetheoretical returns are generally calculated by Monte Carlo simulation,may vary slightly from calculation to calculation. A raise bet(RaiseBet) is commonly fixed at an amount of twice the ante bet(AnteBet). Pay to player is calculated as (PayTablePay)(RaiseBet[expressed in units of ante bet])+AnteBet. As an illustration, if aplayer holds a hand of 3 of a kind and game pay table indicates heshould be paid 3; he will receive an award of 7. Previous calculationassumes original ante bet is 1 and a raise bet is twice said ante bet,yielding (RaiseBet=2)(PayTablePay=3)+(AnteBet=1)=7. Return to saidplayer for a winning hand as indicated by said pay table is(PayTablePay)(Pwin) where Pwin is probability of the player obtaining apredetermined hand. If the player folds he receives a negative returnand if the dealer wins, the player also receives a negative return. Withall winning and losing combinations taken into account, the return tothe player is predicted to be approximately −5% which signifies thatover a large number of games played, the player will lose 5% of monieswagered. A calculation of theoretical rate of return to player for araise bet equal to 2 is shown in the table below. Hand Pay ProbabilityReturn RaiseBet Ace/King 1 3 3 0.000928 0.00278514 2 Pair 1 3 3 0.1166260.34987941 2 Pair 2 5 5 0.024482 0.1224117 3 of a 3 7 7 0.0117510.08225966 Kind Straight 4 9 9 0.002198 0.01977849 Flush 5 11 110.001097 0.01206161 Full 7 15 15 0.000834 0.01251015 House 4 of a 20 4141 0.000142 0.0058261 Kind Straight 50 101 101 7.87E−06 0.00079487 FlushRoyal 100 201 201  8.4E−07 0.00016884 Flush Ante Only 1 0.2273850.22738482 Push 0 1.61E−05 0 Fold −1 0.477745 −0.47774524 Dealer −30.136786 −0.41035887 Wins Total −0.05224332

Now consider the previous Caribbean Stud game with a player holding thesame hand as previously held (3 of a kind), a paytable pay of 3, butwith the RaiseBet set at 1.6375 times AnteBet and AnteBet=1. The pay tothe player would now be 5.9125 and is calculated as(3)(1.6375)+1=5.9125. With a Pwin for this hand equal to 0.01175138, thetheoretical return to a player for this case is 0.069480034. Ifcalculations are performed for all possible combinations of cards, withthe RaiseBet set at 1.6375 times AnteBet, the overall return to theplayer is calculated to be −8.43%. By limiting the amount of theRaiseBet allowed by a player the operator profit has been increased byapproximately 3.4%. Hand Pay Probability Return RaiseBet Ace/King 12.6375 2.6375 0.000928 0.002448602 1.6375 Pair 1 2.6375 2.6375 0.1166260.307602315 2 Pair 2 4.275 4.275 0.024482 0.104662004 3 of a Kind 35.9125 5.9125 0.011751 0.069480034 Straight 4 7.55 7.55 0.0021980.016591956 Flush 5 9.1875 9.1875 0.001097 0.010074186 Full House 712.4625 12.463 0.000834 0.01039385 4 of a Kind 20 33.75 33.75 0.0001420.004795875 Straight Flush 50 82.875 82.875 7.87E−06 0.000652226 RoyalFlush 100 164.75 164.75  8.4E−07 0.00013839 Ante Only 1 0.2273850.22738482 Push 0 1.61E−05 0 Fold −1 0.477745 −0.47774524 Dealer Wins−2.6375 0.136786 −0.36077384 Total −0.08429482

By means of allowing a RaiseBet greater than twice the AnteBet, theprofit to the operator can be made negative. In the table shown belowthe RaiseBet is 3 times AnteBet. Theoretical return to player isapproximately 3.6% and an operator would lose money in operating saidgame. Hand Pay Probability Return RaiseBet Ace/King 1 4 4 0.0009280.00371352 3 Pair 1 4 4 0.116626 0.46650588 2 Pair 2 7 7 0.0244820.17137638 3 of a 3 10 10 0.011751 0.1175138 Kind Straight 4 13 130.002198 0.02856893 Flush 5 16 16 0.001097 0.01754416 Full 7 22 220.000834 0.01834822 House 4 of a 20 61 61 0.000142 0.0086681 KindStraight 50 151 151 7.87E−06 0.00118837 Flush Royal 100 301 301  8.4E−070.00025284 Flush Ante Only 1 0.227385 0.22738482 Push 0 1.61E−05 0 Fold−1 0.477745 −0.47774524 Dealer −4 0.136786 −0.54714516 Wins Total0.03617462

If a game is constructed utilizing a combination of a game with aRaiseBet=2 and a game with a RaiseBet=3, a game resulting in a return toplayer with bounds of ±3.6% and −5.2% can be constructed depending uponpercentage of each game played over a sample cycle. If a randomselection is performed at beginning of each game and a determination ismade to allow a RaiseBet=2 for 41% of games played and a RaiseBet=3 for59% of games played, theoretical return to player is −0.000077; which isnearly a break even game. A break-even game in itself is not generallydesirable from the standpoint of a game operator, however it may becombined with other games to achieve a result that is profitable to anoperator and also to create a game that enhances player enjoyment. Thisalso serves as an illustration as to how games with a positive andnegative return to player can be combined to create a game with desiredcharacteristics. If an operator of a game desired a 3% theoretical holdor 97% return to a player, he could allow a Raise Bet=3 for 25.0599%games played and a RaiseBet=2 for 74.9401% of games played. Said gamewould have a theoretical hold of 3.009%. An adjustment in award tablevalues for a percentage of games played can also be used to determine adesired return to player or a combination of adjustment of award tablevalues and RaiseBet amount adjustment can also be used to determine adesired return to a player. All aforementioned adjustments can beapplied at the beginning of each game and displayed to the player as thegame proceeds.

A break-even game can be used to enhance player excitement and enhance agame of skill that has already been described by Mathis. As an example,consider a reel type slot game or a video representation of a reel typeslot game wherein a player buys a game of skill, a stochasticcalculation is made to calculate an award that can be won uponsuccessful completion of said game of skill, said award is displayed tosaid player and the player indicates to the game that he desires tocommence the game of skill. The game of skill begins and consists of aplurality of rotating reels or representation thereof with the criterionfor successful completion being the player stopping said rotating reelsupon a predetermined index within a predetermined time period. If theplayer does not successfully complete the game of skill the amount ofbuy-in is retained by the game and the game is over. If the game ofskill is successfully completed the player is given a choice as towhether to collect the award due him or to play a break-even game whichcould be the previously described break-even Caribbean Stud game. Abreak-even game can add excitement since awards greater than buy-in canbe won. A player has an equal chance of winning the highest award eachtime he plays said break-even game. The break-even game outcome isdetermined by probability, which may or may not disqualifyclassification of the game as a skill game depending upon jurisdictionalguidelines. Any winnings due the player from the break-even game areadded algebraically to his credit total and the game returns to thestarting display of the reel type slot skill game.

A process in which a game of skill may be enhanced by a break-even gameor even a game that is not favorable to the player may be described asfollows:

-   -   1) Craft a game of skill that may be completed by a person of        ordinary ability and use said game of skill as the entry to        another game that may be determined by stochastic means.    -   2) When a player satisfies predetermined criteria for completion        of the game in skill in 1, allow a choice as to whether to        collect an award or play a second game which may be a break-even        game the outcome of which is determined by stochastic means.    -   3) Algebraically add any credit won in 2 to the player's credit        total and return to a predetermined point in the game cycle.

Another method of creating a game of skill is illustrated by thefollowing example:

Consider the game of Caribbean Stud originally described, the parametersof which are repeated below and the method of game play as previouslydescribed. Hand Pay Probability Return RaiseBet Ace/King 1 3 3 0.0009280.00278514 2 Pair 1 3 3 0.116626 0.34987941 2 Pair 2 5 5 0.0244820.1224117 3 of a 3 7 7 0.011751 0.08225966 Kind Straight 4 9 9 0.0021980.01977849 Flush 5 11 11 0.001097 0.01206161 Full 7 15 15 0.0008340.01251015 House 4 of a 20 41 41 0.000142 0.0058261 Kind Straight 50 101101 7.87E−06 0.00079487 Flush Royal 100 201 201  8.4E−07 0.00016884Flush Ante Only 1 0.227385 0.22738482 Push 0 1.61E−05 0 Fold −1 0.477745−0.47774524 Dealer −3 0.136786 −0.41035887 Wins Total −0.05224332

Change the rules the game so that a fold costs the player his originalante and a win by the dealer results in the original ante beingreturned, but the game retains the raise. The pay table has beenmodified from the pay allowed for a Pair and 2 Pair. If a player beginsa game and decides he does not want to continue he is charged 1 creditwhich is the amount of his ante. The outcome of the game is stilldetermined by stochastic means, so if the dealer wins, the game returnsthe original ante to the player to compensate for circumstances outsideof the control of the player. The game just described results in atheoretical return to the operator of 5.6% and a calculation table forthis game is shown below. Modified Pay Table Hand Pay Probability ReturnRaiseBet Ace/King 1 3 3 0.000928 0.002785 2 Pair 0.5 2 2 0.1166260.233253 2 Pair 1.5 4 4 0.024482 0.097929 3 of a Kind 3 7 7 0.0117510.08226 Straight 4 9 9 0.002198 0.019778 Flush 5 11 11 0.001097 0.012062Full House 7 15 15 0.000834 0.01251 4 of a Kind 20 41 41 0.0001420.005826 Straight 50 101 101 7.87E−06 0.000795 Flush Royal Flush 100 201201  8.4E−07 0.000169 Ante Only 1 0.227385 0.227385 Push 0 1.61E−05 0Fold −1 0.477745 −0.47775 Dealer Wins −2 0.136786 −0.27357 Total−0.05657

The RaiseBet amount could be decreased to allow an increase in pay for aPair and/or 2 Pair. Using the same rules as before this results in atheoretical return to the operator of a game of 3.3%. A calculation isshown in the next table. Modified Pay Table Hand Pay Probability ReturnRaiseBet Ace/King 1 2 2 0.000928 0.001857 1 Pair 0.75 1.75 1.75 0.1166260.204096 2 Pair 2 3 3 0.024482 0.073447 3 of a Kind 3 4 4 0.0117510.047006 Straight 4 5 5 0.002198 0.010988 Flush 5 6 6 0.001097 0.006579Full House 7 8 8 0.000834 0.006672 4 of a Kind 20 21 21 0.0001420.002984 Straight Flush 50 51 51 7.87E−06 0.000401 Royal Flush 100 101101  8.4E−07 8.48E−05 Ante Only 1 0.227385 0.227385 Push 0 1.61E−05 0Fold −1 0.477745 −0.47775 Dealer Wins −1 0.136786 −0.13679 Total−0.03303

A process in which a game of skill may be created from a casino game maybe described as follows:

-   -   1) Identify game states wherein a losing game may be generated        by stochastic means and in which said means are outside of any        control of a player.    -   2) Allow deduction of a reasonable operator's fee for any game        states identified in (1) above. Return a player's original        buy-in or original buy-in minus operator's fee for any game        states identified in (1).    -   3) Adjust the game award table to allow a reasonable return to        an operator.

The process just described still allows for a game outcome that isdetermined by stochastic means, but outcomes that are beyond control ofa player's skill are minimized. A game may be comprised of numerousindividual games from which a selection is made by a predeterminedalgorithm in such a manner as to insure a desired theoretical operatorretention amount.

In one embodiment, a game according to the present invention may becomprised of numerous individual games. For example, the previousdescription of determining a break-even game may be utilized.

In another preferred embodiment, a Caribbean Stud game is constructed byrandomly selecting from parameter tables below said parameter tablesallowing a RaiseBet of 2, 1.6375 and 3. If a predetermined percentage ofgames is randomly allowed to have a RaiseBet of 2 for 45% of gamesplayed, a RaiseBet of 1.6375 for 29% of games played and a RaiseBet of 3for 26% of games played, then an operator would retain 3.978% of moniesplayed taken over a large number of games. Hand Pay Probability ReturnRaiseBet Ace/King 1 3 3 0.000928 0.00278514 2 Pair 1 3 3 0.1166260.34987941 2 Pair 2 5 5 0.024482 0.1224117 3 of a 3 7 7 0.0117510.08225966 Kind Straight 4 9 9 0.002198 0.01977849 Flush 5 11 110.001097 0.01206161 Full 6 13 13 0.000834 0.01084213 House 4 of a 18 3737 0.000142 0.0052577 Kind Straight 50 101 101 7.87E−06 0.00079487 FlushRoyal 100 201 201  8.4E−07 0.00016884 Flush Ante Only 1 0.2273850.22738482 Push 0 1.61E−05 0 Fold −1 0.477745 −0.47774524 Dealer −30.136786 −0.41035887 Wins Total −0.05447974

Hand Pay Probability Return RaiseBet Ace/King 1 4 4 0.000928 0.003713523 Pair 1 4 4 0.116626 0.46650588 2 Pair 2 7 7 0.024482 0.17137638 3 of a3 10 10 0.011751 0.1175138 Kind Straight 4 13 13 0.002198 0.02856893Flush 5 16 16 0.001097 0.01754416 Full 7 22 22 0.000834 0.01834822 House4 of a 18 55 55 0.000142 0.0078155 Kind Straight 50 151 151 7.87E−060.00118837 Flush Royal 100 301 301  8.4E−07 0.00025284 Flush Ante Only 10.227385 0.22738482 Push 0 1.61E−05 0 Fold −1 0.477745 −0.47774524Dealer −4 0.136786 −0.54714516 Wins Total 0.03532202

Hand Pay Probability Return RaiseBet Ace/King 1 2.6375 2.6375 0.0009280.002448602 1.6375 Pair 1 2.6375 2.6375 0.116626 0.307602315 2 Pair 24.275 4.275 0.024482 0.104662004 3 of a Kind 3 5.9125 5.9125 0.0117510.069480034 Straight 4 7.55 7.55 0.002198 0.016591956 Flush 5 9.18759.1875 0.001097 0.010074186 Full House 7 12.4625 12.463 0.0008340.01039385 4 of a Kind 20 33.75 33.75 0.000142 0.004795875 StraightFlush 50 82.875 82.875 7.87E−06 0.000652226 Royal Flush 100 164.7500164.75  8.4E−07 0.00013839 Ante Only 1 0.227385 0.22738482 Push 01.61E−05 0 Fold −1 0.477745 −0.47774524 Dealer Wins −2.6375 0.136786−0.36077384 Total −0.08429482

Previous examples have been illustrated with a Caribbean Stud game. Someof the principles in those examples that are in accordance with those ofthe present invention include:

-   -   1) Select an award table and game parameters that set a lower        bound of amount played returned to a player.    -   2) Select an award table and game parameters that set an upper        bound of amount played returned to a player.    -   3) Select as many award tables and game parameters as desired        that set an amount played returned to player that are between        upper bound and lower bound as stated in 1 and 2 above that        result in a game to a player or that are required to allow a        desired fineness of adjustment in overall amount returned to a        player.    -   4) Randomly select from the previous set of games determined        in (3) above according to a predetermined statistical algorithm        that presents game parameters to a player in a proportion that        will guarantee a desired return to an operator of a game.

The present invention includes various modifications and enhancements toany of the above described processes. Depending upon the game, certainvariations can be fun to play and may give a player a feeling that hehas more control over game outcome than a regular game of chance. In oneembodiment, a skill game of the present invention is turned into aregular casino game by means of either charging a 100% operator fee foreach game played or by increasing the operator fee much above thatanticipated for a skill game. The operator fee is, for example,increased and a range of percentages of the original buy-in could becharged for each game played. Further, for example, a specific valuecould be chosen within said range of percentages by means of a randomselection process. While the above may point regulators in a directionthat would remove the game from under a skill game classification, it isprovided as an available option, and various casinos or otherestablishments may want to have a few games of this nature on the gamingfloor.

In various embodiments, the present invention credits player losses(unsuccessful attempts to complete a game of skill) to the bonus pooland then drawing randomly from that to augment stochastically calculatedawards. Alternatively, the unsuccessful attempts may be credited in partto the bonus pool, part to the operator, and part to a third party cause(e.g., local or national charity). The game itself might include adesignation as, for example, “Toys for tots benefit game,” where apercentage of lost skill games are donated to the charity.

Although the present invention has been described herein with referenceto specific games (e.g., slots, 21, Caribbean Stud, poker, etc.), thedevices and processes of the present invention may be applied to manyother games, including all traditional casino games, arcade games, andvideo games.

In one embodiment, a row of games (e.g., row of skill games 1420) areskill games that are readily distinguishable from a slot machine orClass II device. The skill games 1420 may run an entirely differentregime for skill games compared to the above described teachings. Theskill games 1420, are, for example, dual player stations, or playerstations that are networked with each other and that may also benetworked to player stations at remote locations. In variousembodiments, these games are distinguished from other skill games inappearance and in that the outcome of the games are based on playerskill relative to a competing players skill.

Skill games displayed and/or played via the big board 1460 are decidedbased on any combination of a number of factors, including: An extra feepaid by a player; the number of players actively participating in aparticular skill game; length and/or point of game play; and stakes of aparticular skill game. For example, a randomly generated award for askill game may have been a jackpot $1,000,000 prize. Such an event wouldlikely preempt any other skill game currently being displayed and takeprecedence (or gain a portion of the big board) and be displayed on thebig board. In another example, if a large number of players were playingthe skill game, and particularly if the game was nearing completion,then this game would likely have priority to show the final portions ofthe game. A control panel would allow a floor manager to select aparticular game for display on the big board (e.g., a celebrity comesinto the casino, and the floor manager put the celebrity on the bigboard). In one embodiment, game play stations or machines have cameras(skill game cams), and, the big board may include a portion fordisplaying pictures or video of skill game users from the skill game camwhile simultaneously displaying the game being played (e.g., skill gamecam picture-in-picture (PIP) over, or in a comer of, the skill gamebeing displayed on the big board).

In one embodiment, the skill game is implemented such that the playercompetes against another player or a group of players compete againsteach other rather than against a level of skill required by the skillgame itself in order to successfully complete the skill game. Forexample, the skill game is implemented in a gaming machine having atwo-player station or the game is set up such that players alternatebetween use of a single player station during game play. In anotherexample, via a network coupled to a gaming machine, a player can competeagainst any number of additional players on the same floor or at remotelocations.

In one embodiment, the multi-player games operate such that a buy-in,wager, or other investment is made by a first player. A second playerand any additional players make a similar buy-in, wager, or otherinvestment. The first player and the second player(s) are matched by anynumber of methods. For example, information about available players maybe broadcast to various skill game machines or playing stations. Theinformation may include, for example, name, age, skill level (e.g. askill level maintained by the skill game such as an overall ranking).The information may also include a photo that may for example be snappedby a camera mounted to a skill game player playing station.

The information is, for example, broadcast to various other skill gamemachines or playing stations and a prospective skill game player may forexample look through a list and select a player. Alternately, the skillgame includes a function to match prospective skill game players havingattributes that would make the game more competitive.

In one embodiment, a skill level indication is maintained in a playerdatabase. The skill level indication is, for example, an overall rankingcompared to other players of the skill game, or a general categorizationof skill level such as a numeral ranking 1-5. In one embodiment, ahandicap is calculated based on past skill game performances and whentwo skill game players are matched, the handicap is utilized to equalizethe skill game players such that the less skilled player is providedsome sort of advantage that levels the competitive playing field betweendisparate skill levels of the players.

After the buy in, wager, or other investment by the skill game players,a random award is determined for winning the skill game. After therandom award is determined, the skill game then commences. The winningskill game player takes the prize. Alternatively, the prize is dividedbased on the result as it relates to each player. For example, the prizeis divided into proportion to a number of points scored by each of theskill players and then awarded to each player. Thus, for example, in oneembodiment, a group of any number of skill game players that are eithermatched or otherwise agree to play together compete for a prize, andeach of the skill game players can finish the game with each earning aportion of that prize. And, the skill game may also be set up (e.g. viauser choice or by how the particular game operates) such that thewinning skill game player, or highest scoring skilled game player, takesall.

In one embodiment, the multi player skill game operates with noautomation. And players take an active role in the play of the game. Inone embodiment, some skill is required of the player such that a playerhaving no skill would not take any portion of the prize or have anychance of winning the game.

In one embodiment, the skill games are not based in whole, or in part,on class 2 type machines. And, in one embodiment “side games” are notallowed. Although it is possible that a skill game playing station ormachine could be styled or designed such that it resembles a slotmachine or a class 3 device, in other embodiments, the skill gameplaying is or machine is readily distinguishable from a slot machine orclass 3 device. In those embodiments, the skill game playing station ormachine does not resemble a slot machine in each of: the play of theskill game, the appearance, the speed of play, and graphics of the skillgame playing station or machine.

In describing preferred embodiments of the present invention illustratedin the drawings, specific terminology is employed for the sake ofclarity. However, the present invention is not intended to be limited tothe specific terminology so selected, and it is to be understood thateach specific element includes all technical equivalents which operatein a similar manner. For example, when describing a central computer andnetworked game console (e.g., FIG. 10) it should be understood that anyarrangement of computing devices and communications may be utilized toimplement the present invention, and, any other equivalent device havingan equivalent function or capability, whether or not listed herein, maybe substituted therewith. Furthermore, the inventor recognizes thatnewly developed technologies not now known may also be substituted forthe described parts and still not depart from the scope of the presentinvention. All other described items, including, but not limited toconsoles, game strategies, displays, processing devices, award poolmanagement, bonus pool management, etc. should also be consider in lightof any and all available equivalents.

Portions of the present invention may be conveniently implemented usinga conventional general purpose or a specialized digital computer ormicroprocessor programmed according to the teachings of the presentdisclosure, as will be apparent to those skilled in the computer art.

Appropriate software coding can readily be prepared by skilledprogrammers based on the teachings of the present disclosure, as will beapparent to those skilled in the software art. The invention may also beimplemented by the preparation of application specific integratedcircuits or by interconnecting an appropriate network of conventionalcomponent circuits, as will be readily apparent to those skilled in theart based on the present disclosure.

The present invention includes a computer program product which is astorage medium (media) having instructions stored thereon/in which canbe used to control, or cause, a computer to perform any of the processesof the present invention. The storage medium can include, but is notlimited to, any type of disk including floppy disks, mini disks (MD's),optical discs, DVD, CD-ROMS, CDRW±, micro-drive, and magneto-opticaldisks, ROMs, RAMs, EPROMs, EEPROMs, DRAMs, VRAMs, flash memory devices(including flash cards, memory sticks), magnetic or optical cards, MEMS,nanosystems (including molecular memory ICs), RAID devices, remote datastorage/archive/warehousing, or any type of media or device suitable forstoring instructions and/or data.

Stored on any one of the computer readable medium (media), the presentinvention includes software for controlling both the hardware of thegeneral purpose/specialized computer or microprocessor, and for enablingthe computer or microprocessor to interact with a human user or othermechanism utilizing the results of the present invention. Such softwaremay include, but is not limited to, device drivers, operating systems,and user applications. Ultimately, such computer readable media furtherincludes software for performing the present invention, as describedabove.

Included in the programming (software) of the general/specializedcomputer or microprocessor are software modules for implementing theteachings of the present invention, including, but not limited to,retrieval of user inputs, wager collections, game of chance and game ofskill operations, calculating awards, bonuses, and play time,coordinating between different game consoles, preparing logs of gameplay, adjusting paybacks, adjusting skill levels required tosuccessfully complete and game skill, and the display, storage, orcommunication of results according to the processes of the presentinvention.

The present invention may suitably comprise, consist of, or consistessentially of, any of element (the various parts or features of theinvention, and their equivalents as described herein. Further, thepresent invention illustratively disclosed herein may be practiced inthe absence of any element, whether or not specifically disclosedherein. Obviously, numerous modifications and variations of the presentinvention are possible in light of the above teachings. It is thereforeto be understood that within the scope of the appended claims, theinvention may be practiced otherwise than as specifically describedherein.

1. A method, comprising the steps of: accepting a wager from a player;randomly generating a prize within a predetermined range of prizes afteraccepting the wager; initiating a skill game with the player aftergenerating the award value; and awarding the prize to the player uponsuccessful completion of the skill game.
 2. The method according toclaim 1, wherein the skill is played against another player.
 3. Themethod according to claim 2, wherein the skill game is implemented in agaming device that is readily distinguishable from a slot machine orgaming device.
 4. The method according to claim 3, wherein the game isdevoid of automation.
 5. The method according to claim 1, wherein therandomly generated prize comprises a cash award.
 6. The method accordingto claim 1, wherein the randomly generating a prize comprises a creditadded to the player's skill game account.
 7. The method according toclaim 1, wherein the skill game comprises a card game.
 8. The methodaccording to claim 1, wherein the skill game comprises a card game andthe method further comprising the step of displaying probabilities of atleast one card not visible to a player during regulation play of thecard game.
 9. The method according to claim 1, wherein said step ofdisplaying comprises displaying probabilities related to house face downcards.
 10. The method according to claim 1, wherein the number of cardshaving displayed probabilities is based on an amount of skill requiredto successfully complete the skill game.
 11. The method according toclaim 1, wherein the amount of skill required to successfully completethe skill game is based on one of State and Federal regulations.
 12. Themethod according to claim 1, wherein an outcome of the skill game isbased substantially on the player's skill.
 13. The method according toclaim 1, wherein: the method is embodied in a set of computerinstructions stored on a computer readable media; said computerinstructions, when loaded into a computer, cause the computer to performthe steps of the method.
 14. The method according to claim 11, whereinsaid computer instruction are compiled computer instructions stored asan executable program on the computer readable media.
 15. The methodaccording to claim 1, wherein: the steps of accepting a wager andrandomly generating a prize are performed on a device comprising acasino style slot machine; and the step of initiating and playing askill game are performed on a second device other than the deviceaccepting the wager and randomly generating a prize.
 16. The methodaccording to claim 15, wherein the second device comprises a big board.17. A method comprising the steps of: identifying an established game ofchance; and altering the game of chance to provide a player an amount ofcontrol over the outcome of the game of chance.
 18. The method accordingto claim 17, wherein said step of altering the game of chance maintainsan original look and feel of the game of chance.
 19. The methodaccording to claim 17, wherein the amount of control provided comprisesstatistics regarding chance events in the game of chance.
 20. The methodaccording to claim 17, wherein the amount of control provided alters thegame of chance such that the outcome of the game is substantiallydetermined by the player's skill.
 21. The method according to claim 17,wherein the amount of control provided alters the game of chance suchthat a player playing the altered game of chance according to rules ofthe game and all relevant information provided by the game, will, overtime, statistically, win the game.
 22. A method comprising the steps of:identifying an established game of chance; altering the game of chanceto provide a player an amount of control over the outcome of the game ofchance; and adding a prize mechanism configured to randomly determine anaward for successfully completing the altered game of chance afteraccepting a wager and prior to playing the altered game of chance. 23.The method according to claim 22, wherein the traditional game of chanceis a card game.
 24. The method according to claim 23, wherein the stepof altering comprises altering the card game of chance to show face downcards.
 25. The method according to claim 22, wherein the step ofaltering comprises providing clues to chance events in the game.
 26. Themethod according to claim 22, wherein the traditional game of chancecomprises Caribbean stud.
 27. The method according to claim 22, whereinthe amount of control converts the traditional game of chance into askill game.
 28. The method according to claim 27, wherein awards notcollected due to unsuccessful completion of the game are added to aprize pool that is stochastically awarded to players of subsequentgames.
 29. A skill game, comprising: a game initiator configured toaccept a wager and then randomly determine a prize for successfullycompleting the skill game; a gaming device configured to play the skillgame after wager acceptance and prize determination; wherein the skillgame is a traditional game of chance modified such that a player hascontrol over the outcome of the game.
 30. The skill game according toclaim 29, wherein the outcome of the game depends substantially on theplayer's skill in playing the game.
 31. The skill game according toclaim 29, wherein the outcome of the game is such that if the playerplays according to an objective analysis of information provided to theplayer during the skill game, the player will win more times thanlosing.
 32. The skill game according to claim 29, wherein the skill gameis a card game incorporating face down cards and modificationscomprising information about the face down cards.
 33. The skill gameaccording to claim 29, wherein the modifications further comprise aplayer option to purchase additional information about the face downcards.
 34. A skill game, comprising: a game initiator configured toaccept wagers from a plurality of game players and then randomlydetermine a prize for successfully completing the skill game; a gamingdevice configured to play the skill game among the plurality of playersafter acceptance of the wagers and after random prize determination;wherein the gaming device implements the skill game such that theplayers compete against each other and that the players must take anactive role in play of the skill game in order to prevail.
 35. The skillgame according to claim 34, wherein the skill game is implemented in amachine that does not resemble a slot machine in play, appearance, speedof play, and graphics.
 36. The skill game according to claim 34, whereinplay of the skill game is devoid of automation.
 37. The skill gameaccording to claim 34, wherein the player and other individuals winprizes unrelated to Class II machines.